Upcoming Dungeon Changes and Hotfixes

Blizzard initially changed dungeon loot to Need before Greed, but after feedback, they reverted back to Personal Loot with an additional perk that you always get loot from the final boss of a dungeon. We have put the revised post at the top, with the old post that players disagreed with afterwards.

Rygarius

Thanks for all the feedback on these changes. As a team, we do prefer personal loot as a solution for Dungeon Finder groups, which is why we modified and extended the system we’ve had in place for Raid Finder. We heard from sources both within our team and the community that the experience of defeating a boss and no ceremony beyond three gold on its corpse, or the possibility of finishing an entire dungeon without seeing any items, felt flat and even a bit broken. Based on those concerns, we decided to roll back a system that had been in place for a week to a system that had been in use for years, while we continued to polish and refine the personal loot system to deliver an optimal experience to players. However, we underestimated the impact and positive elements of personal loot, in terms of reducing contention and drama in random match made groups.

We now have a hotfix in the works that will do two things:

The default loot system for Dungeon Finder groups will once again be Personal, instead of Need Before Greed. Full premade groups that prefer the latter system will be able to select it manually, as always.

We're increasing loot yield from the final boss of each dungeon.

With Personal loot active, each player in a group will now always receive an item from the final boss.

With Need Before Greed active, the boss will now drop 3 items to be shared among the group as desired, up from 2 previously.

We’ve been going through a lot of player feedback and concerns regarding changes to Dungeons and the Dungeon queuing system. In response to this feedback, we’re making a number of changes and wanted to give everyone a heads up on the changes that we’re working on to address these concerns.

Reverting Default Loot Method to Need/Greed: Going into Warlords, we wanted to try to improve the dungeon loot experience by using Raid Finder’s personal loot system that had been successful in Mists. While the personal loot system was successful in eliminating drops that weren’t usable by anyone in the group, and reducing loot contention in some cases, we’ve also heard a significant amount of player feedback about how the system feels unrewarding and unsatisfying.

In response to these concerns, we are reverting the default loot method in Dungeon Finder back to Need Before Greed. As always, players who queue with a full premade group may change group loot settings, and may use Personal loot or any other method if they so prefer. We will be evaluating how to better present and structure dungeon personal loot, and hope to re-introduce the system in the future.

We’re adding an award of 50 Garrison Resources for completing the first Random Warlords of Draenor Heroic Dungeon of the day.This change is self-explanatory. Yay for more resources!

Adding Call to Arms for In-Demand Dungeon Roles:The Call to Arms system for roles that are in-demand was not functioning properly for the max-level Warlords dungeon queue and we have a hotfix in the works to address this. In addition, the Satchel of Savage Mysteries will be updated to always contain an Augment Rune, which is a tradeable item that provides a consumable buff that is ordinarily only available through Raid Finder.

Hotfix for being unable to queue from Ashran Cities:We recently implemented a hotfix that prevents players from queuing for dungeons or Raid Finder while actively engaged in PvP; to prevent players from circumventing item level requirements by using scaling PvP gear. However, this logic was mistakenly counting Stormshield and Warspear as active PvP areas and preventing queuing from there. That is being corrected (the hotfix will require realm restarts).

Keep in mind that these hotfixes and changes are still being tested, and are not live yet. As always, your continued feedback is welcomed and please let us know how these changes play out.

Conquest Point and Gear Fixes

Blizzard has posted its solution to players being able to amass conquest points and gear on Ashran before the rated PvP season began:

Lore

As many of you reported, at the launch of Warlords of Draenor, there were a few issues that allowed players access to Conquest gear prematurely. Conquest Points (and in some cases, actual pieces of Conquest gear) were being rewarded from various locations, including Ashran, despite there being no active PvP season.

We’ve now corrected those issues, and no more Conquest points are being earned or Conquest gear being awarded. However, to preserve the integrity of the upcoming PvP season, we need to do something about the Conquest points and gear that some players were already able to acquire.

So, before Warlords Season 1 begins on December 2nd, we’ll be converting any remaining Conquest points into Honor, similar to the end-of-season conversions we’ve done in the past. Any excess Honor over the 4000-point cap will be converted into gold at 35 silver per Honor. Any existing Primal Gladiator’s (Conquest) gear will be converted into its corresponding Primal Combatant’s (Honor) counterpart.

We apologize for the confusion that these issues have caused, but are looking forward to a clean start to the PvP season on December 2nd.

Blueprint Hotfix

Rygarius

Glad to hear the problem resolved itself when you relogged.

Just in case though, we've implemented a hotfix to add a 주둔지 도면의 책 to the Garrison Blueprint Vendor for characters with a Level 2 Garrison. Characters that for whatever reason did not automatically learn the Level 1 blueprints during the upgrade into a Level 2 Garrison will be able to purchase this book to learn all the building blueprints they're supposed to have access too.

However, there's a known issue where the book isn't being consumed when learned and the item cannot be sold or destroyed at this time. We're working on another hotfix to correct this issue but wanted to get this hotfix out so affected characters can progress.

Highmaul Preview

높은망치 is the first Warlords of Draenor raid, opening on December 2nd. In the following blog, Blizzard has provided a preview of all of the bosses as well as the raid unlock schedule, with LFR 높은군주 마르고크 finally open on January 6th, 2015.

We have all of the 높은망치 loot and dungeon journals in the database, which we've copied below into this blog as well.

높은망치 was also the live raid race for BlizzCon 2014--read about the race here.

Blizzard's Highmaul Preview

Blizzard

Highmaul is the seat of power for the Gorian Empire, the ogre civilization that ruled Draenor for generations until the arrival of the draenei. A massive city that belies the ogre reputation for brutish stupidity, Highmaul is full of bustling markets, wealthy nobles, and the roar of the Coliseum crowd echoing through the streets of the slums. Visible from everywhere within the city’s walls, Imperator Mar’gok’s citadel casts a long shadow, a reminder of his watchful eye and iron grip.

Highmaul is an imposing stretch of ogre-controlled territory located within Nagrand. The Highmaul Raid contains seven bosses, three of which are optional: The Butcher, Tectus, and Brackenspore. Players will need a minimum Item Level of 615 to enter the ogres’ domain Raid Finder.

Here’s a brief breakdown of the bosses you’ll find in Highmaul. Additional information on abilities and role-specific tips can be found within the in-game Dungeon Journal.

Gear Reward Item Level Range:640-685

Kargath Bladefist

Warlord of the Shattered Hand, Kargath honed his combat skills as a slave in the ogres’ gladiatorial games. He slaughtered countless opponents for the promise of freedom, only to be ultimately rewarded by being locked away with the other retired “champions.” Fueled by rage, Kargath severed his own hand to escape and led a revolt that soaked Draenor in ogre blood. Now, he returns to the arena to teach you the true meaning of savagery.

The Butcher (Optional Boss)

Born in the fetid Underbelly of Highmaul, this ogre may have once had a proper name, but it’s since been long forgotten. Abused and beaten from his earliest days, the hardship only strengthened his body even as it broke his mind. Now there is not an ogre in Highmaul who will not give him a wide berth as he hacks away at slaughtered carcasses to pass his days.

Tectus (Optional Boss)

An ancient embodiment of the chaotic forces that shaped the terrain of Draenor, Tectus has been twisted and enslaved by the maddened Pale Orcs—who themselves barely maintain control over this imposing force of nature.

Twin Ogron

Guarding the entrance to the Gorthenon atop Highmaul, Pol and Phemos are the personal guard of Imperator Mar’gok. Peerless in strength and determination, what these ogron brothers lack in intelligence, they make up for with sheer size and brute force.

Ko’ragh

Ko’ragh was the only ogre to survive direct exposure to a mysterious relic unearthed by the Highmaul excavations of Nagrand, leaving him with a near-complete immunity to all magic. Rumors abound regarding his connection to the Imperator, with some wondering why Ko’ragh would remain subservient to a sorcerer despite his unique gifts.

Imperator Mar’gok

As the grand Imperator of Highmaul, Mar’gok is descended from a long line of sorcerers who ruled the Gorian Empire. With cunning that matches his brutality, Mar’gok recognized the rising tide of the Iron Horde and what it would mean to oppose them. He has acquiesced to an alliance with Grommash, even as he continues to search for a way to tip the balance of power back into his favor.

Raid Unlock Schedule

To help you plan your escapades into the heart of this dangerous new place, we’ve broken down Highmaul’s unlock schedule for you.

Loot Tables and Encounter Journal

Kargath Bladefist

Kargath Bladefist, Warlord of the Shattered Hand, honed his brutal skills as a slave in the ogres' gladiatorial games. He slaughtered countless opponents for the promise of freedom, but after winning, was locked away with the other retired "champions." Fueled by rage, Kargath tore off his own hand to escape and led a revolt that soaked Draenor in ogre blood. Now, he returns to the arena to teach you the true meaning of savagery.

Normal

Heroic

Mythic

Raid Finder

Overview: Kargath's Berserker Rush cannot be stopped until he either kills his target, or finds something else to take his anger out on.As the fight progresses, Iron Bombers and Drunken Bileslingers rain destruction from the arena stands. Players can dispatch these creatures after being tossed into the crowd by Kargath's Chain Hurl.

In Mythic difficulty, the raid must perform well to gain favor that is tracked by Roar of the Crowd. If the raid gains enough favor from Roar of the Crowd, the raid is granted increased damage dealing.

Damage Dealers:Iron Bombers and Drunken Bileslingers will continue to harass the raid from the stands until they are killed.

Healers:Kargath inflicts massive damage to the tank with his [Impale] ability.Iron Bombers inflict raidwide damage until they are killed.

Tanks:Kargath's [Impale] leaves [Open Wounds] on his target that increases the damage of consecutive Impales.

Roar of the Crowd: Favor gained by performing well is tracked by Roar of the Crowd. As the raid's favor increases, they gain Crowd Favorite buffs that increase the raid's damage done. (Mythic)

In Mythic difficulty, the raid gains favor for Roar of the Crowd the longer Kargath stays in Berserker Rush. However, if Kargath's fixate target dies, the raid loses a big chunk of favor.

Chain Hurl: Kargath uses his chain to lash the 5 closest enemies and toss them into the arena's stands.

In Looking for Raid difficulty, Kargath automatically tosses the tank with the highest amount of Open Wounds stacks, one random healer, and three random DPS into the crowd.

Monster's Brawl: Kargath uses Chain Hurl to toss raid members into the arena stands. Once in the stands, the raid members can attack the audience until either the Highmaul Sweeper knocks them out of the stands, or their corpse is thrown back into the arena.

Drunken Bileslinger: Drunken Bileslingers appear in the stands and throw Mauling Brew into the arena.

Mauling Brew: Hurls a mug of vile Mauling Brew into the arena, doing 100000 Nature damage on impact and leaves a pool that inflicts 62500 Nature damage every 1 sec. for 30 sec.

Vile Breath: Vile Breath stuns targets located in front of the caster.

In Mythic Difficulty, the Ravenous Bloodmaws are released from their pits. Setting these beasts on fire will gain favor for Roar of the Crowd.

(Normal, Mythic, Heroic)

On the Hunt: The Ravenous Bloodmaw rushes towards its prey, intent on ripping flesh from bone. (Mythic)

The Butcher

Born in the fetid Underbelly of Highmaul, this ogre may have once had a proper name, but it is long forgotten. Abused and beaten from his earliest days, the hardship only strengthened his body even as it broke his mind. Now there is not an ogre in Highmaul who will not give him a wide berth as he hacks away at slaughtered carcasses to pass his days.

Normal

Heroic

Mythic

Raid Finder

Overview: The Butcher attacks relentlessly, hacking at his foes with his dual implements of destruction. His main abilities seek to target large clumps of enemies, and positioning is key to handling and overcoming his attacks.

Damage Dealers:Players in melee range must form clumps of varying sizes throughout the fight to manage the Butcher's [Cleave] and allow [Gushing Wounds] to fade.Players at range must clump in order to survive the Butcher's Bounding Cleave sequence.

Healers:Groups that are struck by [Cleave] suffer periodic damage from [Gushing Wounds], which can stack.All players in the raid suffer Physical damage when the Butcher begins his Bounding Cleave sequence.

Tanks:[Heavy Handed] causes the Butcher to attack the player closest to his current target with a copy of all of his melee attacks. These attacks can be mitigated and avoided as usual. If another player is not close enough, the second attack will trigger on the primary target.[The Tenderizer] will always hit. It cannot be dodged or parried, but it can be blocked.[The Cleaver] will only apply its damage over time effect if the attack successfully lands on its target.

Heavy Handed: All of the Butcher's standard auto attacks trigger a second attack on the next closest target within 5 yards. If no target is found, the primary target is struck again.

The Cleaver: The Butcher's Cleaver cuts its victims down to the bone, causing them to bleed profusely over time. This effect stacks.This attack will not apply its bleed component if it is avoided.

The Tenderizer: The Butcher's Tenderizer hits his current target for significant Physical damage and increases the damage taken by further attacks made with the Tenderizer by 50%This attack always hits.

Cleave: The Butcher targets the largest clump of players in melee range and strikes them for massive Physical damage. The damage is split between all targets in the clump.Victims of Cleave are afflicted with Gushing Wounds.

Bounding Cleave: When the Butcher reaches 100 Energy he begins the Bounding Cleave sequence by knocking all players back, then charging to a clump at range and cleaving targets within that clump.

Gushing Wounds: The Butcher's blade causes the victim to bleed profusely for Physical damage for 15 sec. If the victim reaches 5 stacks they will perish instantly.

Night-Twisted Cadaver: In Mythic Difficulty, Night-Twisted Cadavers will spawn and walk towards The Butcher in a final, vain attempt to slay him. When the Cadaver reaches The Butcher or when they walk near a player, they will Explode, leaving a pool of Pale Vitriol behind for the duration of the encounter. (Mythic)

Pale Vitriol: Standing in the remains of the Pale Orcs causes the player to suffer 67500 Shadow damage every second and to take 100% more damage from the Butcher's Cleave attacks.Victims are also slowed by 30%. (Mythic)

Tectus

An ancient embodiment of the chaotic forces that shaped the terrain of Draenor, Tectus has been twisted and enslaved by the maddened Pale Orcs - who themselves barely maintain control over this imposing force of nature.

Normal

Heroic

Mythic

Raid Finder

Overview: Tectus cannot be killed by traditional means. He builds energy, channeling Tectonic Upheaval whenever he reaches 100. Depleting Tectus's health before the end of Upheaval shatters it into two Shards of Tectus; otherwise, Tectus heals and resumes gaining energy.Each Shard splits into four Motes of Tectus when shattered. Players must kill all eight Motes to defeat Tectus.

Tectus, The Living Mountain: Tectus begins the battle fully formed, able to inflict full damage.

The Living Mountain: Tectus is unkillable as long as he is under the affects of The Living Mountain.He will periodically gain energy, with the rate of gain increasing as he loses health.The power of The Living Mountain is consumed whenever Tectus channels Tectonic Upheaval, leaving him vulnerable to shattering.

On Mythic difficulty, if any other Shards or Motes of Tectus are within 10 yds. of Tectus when he gains Accretion, they will also gain Accretion.

Earthen Pillar: Tectus raises an Earthen Pillar from the ground. After several seconds of rumbling, the pillar will erupt from the targeted location, killing any players still standing on it.Tectus uses this ability when he reaches 25 Energy.

On Mythic difficulty, Tectus also uses this ability at 50 Energy.

Faultline: Tectus creates a cloud of crystalline blades that move towards a targeted player. Players who enter the cloud of crystalline blades suffer 55000 Physical damage each second they remain in the cloud.

Fracture: Tectus causes a short-lived spike of earth to shoot from the ground, inflicting 115625 to 134375 Nature damage to players standing where the spike erupts, and knocking them back.

Tectonic Upheaval: Tectus unleashes his built up seismic instability into the earth, creating a massive series of earthquakes that each inflict 32375 to 37625 Nature damage to all players.If Tectus's health is depleted during Tectonic Upheaval, he will Shatter.

Hollowed Heart of the Mountain: After being shattered, Tectus' hollowed core stands again, with a fraction of his health. Hollowed cores do not gain additional energy as their health percentage decreases. (Mythic)

Shard of Tectus: When shattered, the remnants of Tectus will form two Shards of Tectus.Shards of Tectus share Tectus' abilities, but individually deal less damage.

Shard of the Mountain: Tectus is unkillable as long as he is under the effects of Shard of the Mountain.He periodically gains energy, with the rate of gain increasing as he loses health.The power of Shard of the Mountain is consumed whenever Tectus channels Tectonic Upheaval, leaving him vulnerable to shattering.

On Mythic difficulty, if any other Shards or Motes of Tectus are within 10 yds. of Tectus when he gains Accretion, they will also gain Accretion.

Faultline: Tectus creates a cloud of crystalline blades that move towards a targeted player. Players who enter the cloud of crystalline blades suffer 55000 Physical damage each second they remain in the cloud.

Fracture: Tectus causes a short-lived spike of earth to shoot from the ground, inflicting 115625 to 134375 Nature damage to players standing where the spike erupts, and knocking them back.

Earthen Pillar: Tectus raises an Earthen Pillar from the ground. After several seconds of rumbling, the pillar will erupt from the targeted location, killing any players still standing on it.Tectus uses this ability when he reaches 25 Energy.

On Mythic difficulty, Tectus also uses this ability at 50 Energy.

Tectonic Upheaval: Tectus unleashes his built up seismic instability into the earth, creating a massive series of earthquakes that each inflict 32375 to 37625 Nature damage to all players.If Tectus's health is depleted during Tectonic Upheaval, he will Shatter.

Hollowed Shard of the Mountain: After being shattered, the Shard of Tectus' hollowed core stands again, with a fraction of his health. Hollowed cores do not gain additional energy as their health percentage decreases. (Mythic)

Mote of Tectus: When shattered, the remnants of each Shard of Tectus will form four Motes of Tectus.Motes of Tectus do not need to be shattered. Players are victorious over Tectus after they have killed all of the Motes of Tectus.

Mote of the Mountain: The Motes of Tectus can be killed outright. However, they still gain energy and will cast Tectonic Upheaval upon reaching 100 energy.

Faultline: Tectus creates a cloud of crystalline blades that move towards a targeted player. Players who enter the cloud of crystalline blades suffer 55000 Physical damage each second they remain in the cloud.

Fracture: Tectus causes a short-lived spike of earth to shoot from the ground, inflicting 115625 to 134375 Nature damage to players standing where the spike erupts, and knocking them back.

Earthen Pillar: Tectus raises an Earthen Pillar from the ground. After several seconds of rumbling, the pillar will erupt from the targeted location, killing any players still standing on it.Tectus uses this ability when he reaches 25 Energy.

On Mythic difficulty, Tectus also uses this ability at 50 Energy.

Tectonic Upheaval: Tectus unleashes his built up seismic instability into the earth, creating a massive series of earthquakes that each inflict 32375 to 37625 Nature damage to all players.If Tectus's health is depleted during Tectonic Upheaval, he will Shatter.

Gift of Earth: Creates a swirling vortex of earth in an attempt to empower Tectus.If the vortex reaches Tectus, he will gain 10 stacks of Accretion.Players may intercept the vortex - if they do, they suffer 235875 to 274125 Physical damage and are afflicted with Petrification.

Petrification: A player's skin begins to turn to stone after intercepting the Gift of Earth. A petrified players movement speed is reduced by 2%, and Tectus will absorb their petrification whenever he makes a melee attack against them, granting him stacks of Accretion and healing him.

Earthen Flechettes: Raises Earthen Flechettes from the ground, inflicting 161875 to 188125 Nature damage to all enemies within a cone in front of the caster.

Raving Assault: The Berserker is afflicted with temporary insanity, forgetting their current target, clearing all threat, and dashing towards a random player.The Berserker inflicts 68450 to 79552 Physical damage to targets caught in the path of the dash.

Brackenspore

The Iron Horde juggernaut moored in the waters beside Highmaul drew the attention of Brackenspore, ancient walker of the deep. The aquatic giant spreads fungal growth and moss in his wake, and is driven by primal instinct to eradicate any traces of civilization on Draenor.

Normal

Heroic

Mythic

Raid Finder

Overview: Brackenspore emerges from the infested waters beneath the cliffs of Highmaul, spreading fungal growth that will engulf the beach if left unchecked. Players must use available Flamethrowers to keep Creeping Moss in check, while defeating hostile fungi that Brackenspore creates in his wake.

Tanks:Grab the attention of Fungal Flesh-Eaters as they stream in from the sea.Interrupt [Decay] which is cast by the Fungal Flesh-Eaters.

Damage Dealers:Interrupt [Decay] which is cast by the Fungal Flesh-Eaters.Intercept the damage from [Spore Shot] away from other players, to avoid splashing the damage.

Healers:Heal friendly mushrooms to full to gain their effects. Once they are healed to full they will begin to wither and die at an increasing rate. Keep them healed in order to maintain their beneficial effects.Heal Living Mushrooms to full to gain [Living Spores] in order to survive the damage caused by [Infesting Spores].

Creeping Moss: Inflicts 34125 to 35875 Nature damage every second to players and reduces their movement speed by 50%.This effect will heal fungal creatures for 2% of their health every 2 sec. (Raid Finder, Heroic, Normal)

Creeping Moss: Tangles of moss rejuvenate Fungal Spawns, regenerating 2% of their health every 2 seconds. This also increases their damage done by 50%. (Mythic)

Withering: This mushroom will wither away and die over time. The rate at which this mushroom decays increases over time.

Blackfuse Company 9000:Players may use this weapon to burn away Creeping Moss.

Flamethrower: This flamethrower will generate heat based on the duration that it is used. If it overheats, it must cool for at least 10 seconds before use.

Burning Infusion: Adrenaline burns in your veins, increasing your damage and healing dealt. This effect stacks up to 30 times. Every 2 sec, an application of this aura is removed.

Twin Ogron

Guarding the entrance to the Gorthenon atop Highmaul, Pol and Phemos are the personal guard of Imperator Mar'gok. Peerless in strength and determination, what these ogron brothers lack in intelligence, they make up for with sheer size and brute force.

Normal

Heroic

Mythic

Raid Finder

Overview: The Twin Ogron combat players while performing attacks at specific energy thresholds. At 33 energy, an Ogron uses his special weapon attack. At 66 energy, an Ogron performs a large shout. Finally, at 100 energy, an Ogron performs a large, raid-wide attack.As the distance between the Ogron increases, their haste increases and casting time additionally decreases, reducing the amount of time players have to react to various abilities.

Shield Charge: Charges in the direction of a distant target, inflicting Physical damage and knocking back all enemies within his path. This damage increases based on the distance traveled.Upon reaching the end of the path, he slams his shield into the ground, inflicting Physical damage to enemies within 10 yards, knocking them back.

Arcane Charge: 3 twisted, Arcane forms of the Ogron appear, mirroring the effect of Shield Charge but inflicting Arcane damage. Upon reaching the end of the charge, they perform an Arcane Slam, inflicting Arcane damage to enemies with 11 yards of their location before collapsing into nothing. (Mythic)

Pulverize: Pulverizes the ground, causing various chunks of the ceiling to slam into the ground.The first Pulverize strikes the location of all players, inflicts Physical damage to players within 3 yards.The second Pulverize strike loosens several chunks of the ceiling, which fall, inflicting Physical damage to players within 8 yards of the targeted locations.The final Pulverize loosens a massive chunk of the ceiling to fall at once, inflicting Physical damage to all players, increasing in damage the closer a player is to the point of impact.

Arcane Fragment: Manipulates an arcane fragment from several enemies, repositioning them after 3 sec and inflicting 48750 to 51250 Arcane damage to players within 5 yards upon arrival.

Enfeebling Roar: Lets forth a furious howl, increasing damage taken by (30 * 10)% for 300 sec., dividing the magnitude and duration amongst all targets within 20 yards. The duration and magnitude of this effect carry over.

Arcane Volatility: Places a mark of Arcane Volatility on a target, inflicting Arcane damage to targets within 8 yards of the target after 6 sec. (Mythic)

Quake: Hurls both weapons nearby and begins to violently pound the ground, inflicting Nature damage to all players.

Blaze: Creates a pyre at a targeted location, burning nearby targets. As well, moving flames form at the pyre, traveling outward.Coming into contact with either of these elements applies Blaze to the target, inflicting 7500 Fire damage every second for 12 sec. This effect stacks.

Warming Up: Getting a grip on the current situation, the Ogron wait 10 sec before using their abilities.

Ko'ragh

Ko'ragh was the only ogre to survive direct exposure to a mysterious relic unearthed by the Highmaul excavations of Nagrand, and was left with a near-complete immunity to all magic. Rumors abound regarding his connection to the Imperator, with some wondering why Ko'ragh would remain subservient to a sorcerer despite his unique gifts.

Normal

Heroic

Mythic

Raid Finder

Overview: Ko'ragh is protected by a Nullification Barrier that absorbs all magic damage taken. When the barrier is removed, he activates a rune that recharges it. While recharging, one player may also absorb some of the rune's energy and receive a Nullification Barrier.As the fight progresses, an increasing amount of Overflowing Energy orbs spill from the rune and float to the ground, exploding when they land.Players who have a Nullification Barrier can catch and absorb Overflowing Energy to mitigate the amount of raid wide damage and prevent a lethal amount of damage from occurring.

In Mythic difficulty, two players may enter the rune per phase of Charging.

Healers:Focus intense healing on players absorbing [Caustic Energy] to allow them to survive the transformation.[Expel Magic: Fire] inflicts heavy raid wide damage and requires dispels to mitigate some of the damage.[Expel Magic: Shadow] absorbs all healing on the raid until it is removed.

Breaker's Strength: While Ko'ragh maintains a Nullification Barrier, his damage done is increased by 6% every 10 seconds. This effect stacks. When the barrier expires, Breaker's Strength is removed.

Charging: When the Ko'ragh's Nullification Barrier is removed, he begins to recharge. After 20 sec, the barrier is restored.

Caustic Energy: One player may enter the rune with Ko'ragh, absorbing a portion of its energy. The energy inflicts 45000 Arcane damage every second and reduces all healing received by 35% for as long as the player remains inside of the rune. This effect pierces all immunities and damage reductions.When the rune powers down, the player receives their own Nullification Barrier, proportional to the amount of time spent inside the rune. The Nullification Barrier received by players can absorb up to 15000000 Magic damage.

In Mythic difficulty, two players may enter the rune per phase of Charging.

In Raid Finder difficulty, five players may enter the rune per phase of Charging.

Suppression Field: Ko'ragh strikes the ground at a player's location, inflicting 78000 to 82000 Arcane damage in an 8 yard area. In addition, a field of suppressing energy is created that silences all players and inflicts 48000 Arcane damage every second.This effect will also silence Volatile Anomalies.

Volatile Anomalies: While the Rune of Nullification is active, 3 Volatile Anomalies spawn every 8 sec.

Fire: Ko'ragh expels Fire magic inflicting 15000 Fire damage every second for 10 sec. to all players. When Expel Magic: Fire expires, it inflicts 95000 to 105000 Fire damage to all allies within 5 yards.

Expel Magic: Fel: Ko'ragh expels fel magic into 3 random players, marking them for 12 sec. When Expel Magic: Fel expires, it creates a line of fel energy between where the wearer gained this effect and where the effect expired. The fel energy persists for 1.50 min, and inflicts 95000 Fire damage to all players within it. (Mythic)

Arcane: Ko'ragh blasts a player with corrupted Arcane energy that marks their current location every 0.5 sec. for 10 sec. After 1.5 sec., the marked location explodes, inflicting 190000 to 210000 Arcane damage to all players within 5 yards. In addition, this effect increases Physical damage taken by 100%.

Frost: Ko'ragh expels an orb of Frost that inflicts 85500 to 94500 Frost damage to all players. The orb persists for 20 sec and slows movement speed of all players within 30 yards by up to 85%. The snare effect of Expel Magic: Frost decreases as a player stands farther away from the expelled orb.

Shadow: Ko'ragh expels Shadow magic, inflicting all players with a heal absorption effect that prevents up to 140000 healing received.

Overflowing Energy: Arcane energy bleeds from the rune stone, inflicting 1500000 Arcane damage to enemies it comes into contact with. If the energy reaches the ground, it explodes, inflicting 64125 to 70875 Arcane damage to all enemies.This effect pierces all immunities and damage reductions.

In Mythic difficulty, the rate that Overflowing Energy forms is accelerated.

Dominating Power: Imperator Mar'gok uses the power of the rune stone to mind control all players that come into contact with Overflowing Energy. This effect grants immunity to all Magic and is removed when the player is brought below 20% health. (Mythic)

Forfeit Power: Players mind controlled by Dominating Power attempt to forfeit 5% of their shield and give Ko'ragh 5% of his shield. (Mythic)

Imperator Mar'gok

As the grand Imperator of Highmaul, Mar'gok is descended from a long line of sorcerers who have ruled the Gorian Empire. Equal parts cunning and brutality, Mar'gok recognized the rising tide of the Iron Horde and what it would mean to oppose them. He has acquiesced to an alliance with Grommash, even as he continues to search for a way to tip the balance of power back into his favor.

Normal

Heroic

Mythic

Raid Finder

Overview: Imperator Mar'gok assaults players with destructive Arcane magic and summons Arcane Aberrations to fight for him.When Imperator Mar'gok reaches 85%, 55% and 25% health remaining, he activates one of the runestones in his throne room, augmenting his abilities with additional effects.The runestones activated at 55% and 25% must be awakened from their dormant state. As they charge, guards arrive to defend the Imperator as Volatile Anomalies pour from the stone.

In Mythic difficulty, Imperator Mar'gok maintains the effects of 2 runestones at once and begins to awake a new runestone at 66% and 33% health remaining.

Damage Dealers:[Arcane Wrath] spreads to nearby allies.[Destructive Resonance] will inflict lethal damage if triggered.Arcane Aberrations inflict heavy raid wide damage as long as they are alive.

Healers:[Arcane Wrath] inflicts heavy damage when it expires from a target.Arcane Aberrations will inflict raid wide damage every second that they are alive.[Force Nova] inflicts heavy damage to players as it moves over them.

Tanks:[Accelerated Assault] will stack indefinitely until Imperator Mar'gok melee attacks a different target.[Mark of Chaos] will inflict damage to allies within 35 yards when it expires.Imperator Mar'gok will periodically summon Arcane Aberrations.

Phase 1: Might of the Crown

Arcane Wrath: Imperator Mar'gok blasts a random player with Arcane energy, branding them for 4 sec.When Branded expires it inflicts 61750 to 68250 Arcane damage to the wearer and jumps to their closest ally within 200 yards.Each time Arcane Wrath jumps, its damage increases by 25% and range decreases by 50%.

Destructive Resonance: Imperator Mar'gok summons an Arcane mine that persists for 1 minute.If triggered, Destructive Resonance inflicts 84000 Arcane damage to all players. In addition, this effect inflicts 186200 to 205800 Arcane damage to the player that triggered it, increasing their Arcane damage taken by 45% for 1 min and stunning them for 1.50 sec whenever they take Arcane damage.

In Mythic difficulty, Imperator Mar'gok begins the fight with both the Rune of Displacement and Rune of Replication active.

Arcane Wrath: Displacement: In addition to Arcane Wrath's normal effects, Branded Players are unable to move more than 10 yards from the location they were marked. Attempting to leave the marked area will teleport the player back to the location they were originally marked.

Mark of Chaos: Replication: In addition to Mark of Chaos' normal effects, 8 Orbs of Chaos are conjured when Mark of Chaos expires. Each orb flies out from the wearer and inflicts 190000 to 210000 Arcane damage to all players that they move through.

Force Nova: Replication: In addition to Force Nova's normal effects, players who are damaged by Force Nova will inflict 16625 to 18375 Arcane damage to their allies within 4 yards.

Lore

We're investigating some issues with this daily quest and agree that it's not as clear as it should be.

For everyone's benefit: currently, you need to collect 100 Artifact Fragments and turn them in at your Garrison. As Jinx mentions, turning them in to the NPCs in Ashran itself will remove them from your character and not count for the Apexis daily.

We're also experiencing an issue for some players where the quest tracker will say "0/1 Artifact Fragments" and never update. If you experience this issue, you are still able to complete the quest by collecting 100 Artifact Fragments and turning them in at your Garrison. The quest tracker just won't tell you that you've completed the quest.

We're working on correcting these issues, but in the meantime, following those instructions should allow you to complete the quest.

댓글

JPinhey의 댓글

Really hoping to be back and into things before the raid is unlocked, currently behind a "funds" wall as far as expansion goes for now, but it's all looking epic.

Madbagofhorses의 댓글

on 2014-11-20T12:30:26-06:00

Here's to hoping my guild's 10 men ready at 632-ish ilvl will be enough to make the jump into Normal.

david1266의 댓글

on 2014-11-20T12:31:11-06:00

Omfg ALL The Boss's Look amazing thank you blizzard

lankybrit의 댓글

on 2014-11-20T12:37:36-06:00

Looks really cool. I hope to do LFR at some point.

orca1375x의 댓글

on 2014-11-20T13:26:33-06:00

im so confused right now its taking me forever to lvl..and i dont know why im questing and doing dungoens but stuff is not unlocking for me i have no dailies no scenerios..i dont know what to do my mission are failing and i dont know how to pick up anymore followers..this game is completely diff.. lked the old way better..this is way more complicated now

zok123의 댓글

on 2014-11-20T14:09:36-06:00

im so confused right now its taking me forever to lvl..and i dont know why im questing and doing dungoens but stuff is not unlocking for me i have no dailies no scenerios..i dont know what to do my mission are failing and i dont know how to pick up anymore followers..this game is completely diff.. lked the old way better..this is way more complicated now

There are no dailies or scenerios. The only daily quests would be at level 100 to get apexis crystals.

Xantrik의 댓글

on 2014-11-20T14:30:22-06:00

The Ashran Apexis quest an zone are probably a couple of the worst designed aspects of this expansion. You lose half your fragments every time you die in PvP making it near impossible to finish this quest. Ashran itself is buggy as can be and is completely unbalanced on a lot of servers.

tmptfate의 댓글

on 2014-11-20T15:03:32-06:00

The Ashran Apexis quest an zone are probably a couple of the worst designed aspects of this expansion. You lose half your fragments every time you die in PvP making it near impossible to finish this quest. Ashran itself is buggy as can be and is completely unbalanced on a lot of servers.

I avoid Ashran like the plague for the daily... except when using my rogue.

FatCheeseMan의 댓글

on 2014-11-20T15:44:06-06:00

Ashran is definitely something to be avoided at all costs.

lankybrit의 댓글

on 2014-11-20T15:53:46-06:00

im so confused right now its taking me forever to lvl..and i dont know why im questing and doing dungoens but stuff is not unlocking for me i have no dailies no scenerios..i dont know what to do my mission are failing and i dont know how to pick up anymore followers..this game is completely diff.. lked the old way better..this is way more complicated now

OK,

You are leveling, maybe not just as fast as you'd hoped. But you are leveling at the right pace.

No dailies and no scenarios. There are a couple of dailies at max level. If you have an Inn in your garrison, there are dungeon dailies while you level up. There are no 3-person scenarios in WoD.

When you assign followers to missions, there is a percentage success. So, say your percentage is 70% and you still failed, well you hit the other 30% on the roll. That's all. If your follower has a trait that counters the mission trait, you can get 100% or close to 100%.

You get more followers from questing. Just quest through the opening zone and you'll pick up quite a few. If you have an Inn, at level 2, you can recruit followers.

I also was taken aback by all the changes. But, I've grown to quite like them, and I'm really enjoying WoD. Stick in there, it will grow on you.

If you have other questions, please post them in WoW Help.

Interest의 댓글

on 2014-11-20T16:03:49-06:00

December 9, 2014 Mythic difficulty and the first wing of Raid Finder (Kargath, Butcher, Brackenspore) unlock.

Time to mark a date on my calendar.

Cielos의 댓글

on 2014-11-20T16:39:39-06:00

I had quite a giggle at the #justwarlordsthings tumblr page and I really hope they keep adding things to it as time goes on.

As for Ashran, I haven't been able to do much considering the imbalance on my server is five to one. I really hope they plan on making it cross realm for those who are not coalesced with other servers because I can't even begin to enjoy it.

Hexximona의 댓글

on 2014-11-20T18:02:54-06:00

I must be missunderstanding something. According to the post, you only need 615 ilvl for Highmaul, is that for LFR, Normal or Heroic? Because it feels kinda wierd to me, if you only need 615 for Heroic and the gear you get is 655.

luckton의 댓글

on 2014-11-20T18:59:35-06:00

Wowhead, I think the Blue post about the change to LFG loot going back to Need/Greed needs it's own thread/post. This is a huge deal, and I for one am not happy about it.

faia의 댓글

on 2014-11-20T20:01:51-06:00

"Reverting Default Loot Method to Need/Greed: "

one step forward, two step back.....

WinkingBovine의 댓글

on 2014-11-20T20:35:08-06:00

How to make Personal loot work: Actually have us get items when we kill a boss instead of just gold.

Kyunei의 댓글

on 2014-11-20T20:35:56-06:00

Hearing about LFG loot going back to Need/Greed is just a huge disappointment, this new system gives you a much better chance of getting something rather than waiting 30 minutes, see drops you need and then losing. Because of that I've given up in ever expecting to get gear as a tank especially now post 6.0 changes so after getting into bloodmaul and seeing it was personal loot that was great, no more being out rolled by dps or healers wanting off spec gear. Any luck the forums will be filled with complaints and they'll keep it as is, Fun fact competition for loot isn't fun, Especially not with the current 30-40 minute wait time for dps.

Deadarth의 댓글

on 2014-11-20T20:46:52-06:00

I can't wait to see how impossible it will be to gear a plate dps now that I have to compete with plate tanks for just about any piece of gear...

EnderDragon의 댓글

on 2014-11-20T21:36:52-06:00

So sad to hear that they "Hotbroke" the loot system. Now people get to complain about the people needing on items just to steal them from other players. Way to go Blizz, you took so many steps forward this xpac, and now you are taking steps backwards and giving us an utterly garbage loot system back.

Zirke의 댓글

on 2014-11-20T22:48:30-06:00

Only one ranged weapon in the entire Highmaul? Went through all the items thoroughly and all I could find was this bow from Brackenspore 담쟁이포자의 수정 가지. This can't be right.